Re: 2.58e Kepler build (only for who wants to use GTX6xx)
Posted: Sun Jun 24, 2012 1:27 am
I had some trouble with the benchmark scene, so I cannot offer concrete benchmarks stats.
My last card was a GeForce FX880M in my laptop. Still is. I have swapped over to a borrowed desktop temporarily. I hope soon to hook up the 670 to my laptop via a ViDock 4+ using the ExpressCard interface (when they are back in stock). An alternative is the much cheaper PE4H 2.4, which can achieve double speed when linked via ExpressCard and internal mini pci-e slot, but it does not include power supply or enclosure.
Obviously, the 670 blows the 880 clean out of the water. I am still trying to figure out the best compromise settings to get attractive, but not flawless, renders at good speed.
As for textures, I really do not know how to count them, as I do not presently roll my own materials. Is there someplace I can look to see that reported by the renderer? A major concern of mine was I had run into the 1gb ceiling and my scene was nowhere near as complex as I could imagine it getting (7200 sqft business interior). There has been some suggestion the limit is (or can be) raised from 32 to 64 textures. This obviously becomes the major limiting factor in scene complexity now.
To be honest, I am still a beginner. And my goal is quasi-photo realistic walkthroughs of archvis interiors to aid client decision making/understanding.
My last card was a GeForce FX880M in my laptop. Still is. I have swapped over to a borrowed desktop temporarily. I hope soon to hook up the 670 to my laptop via a ViDock 4+ using the ExpressCard interface (when they are back in stock). An alternative is the much cheaper PE4H 2.4, which can achieve double speed when linked via ExpressCard and internal mini pci-e slot, but it does not include power supply or enclosure.
Obviously, the 670 blows the 880 clean out of the water. I am still trying to figure out the best compromise settings to get attractive, but not flawless, renders at good speed.
As for textures, I really do not know how to count them, as I do not presently roll my own materials. Is there someplace I can look to see that reported by the renderer? A major concern of mine was I had run into the 1gb ceiling and my scene was nowhere near as complex as I could imagine it getting (7200 sqft business interior). There has been some suggestion the limit is (or can be) raised from 32 to 64 textures. This obviously becomes the major limiting factor in scene complexity now.
To be honest, I am still a beginner. And my goal is quasi-photo realistic walkthroughs of archvis interiors to aid client decision making/understanding.